Jmite (allies) vs CJen (axis) Alpha +3 game 1 no tech

  • '18 '17 '16 '11 Moderator

    Novo:
    Attacker:
    DiceRolls: 2@1 1@3 1@4; Total Hits: 22@1: (1, 3)1@3: (6)1@4: (4)
    Defender:
    DiceRolls: 1@2; Total Hits: 11@2: (2)

  • '18 '17 '16 '11 Moderator

    BUild: 3 Infantry in KSU
    Build: 8 Infantry in Japan
    Build: 2 Transports in SZ 6

    Collect: 3 Refund extra Infantry, 50 TT = 53 IPC

    JMite_v_Jenn_10_06_Cjapan.AAM


  • USA 6

    Buy 80
    1 minor IC (12)
    1 ab (15)
    2 trans (14)
    2 inf (6)
    2 arm (12)
    1 inf (3)
    1 ac (16)
    Save 2

    Combat
    Walk ins on map
    1 inf 1 art 1 mech 2 arm FIN 1 inf
    5 inf 1 art 1 bb 2 crui CAR 2 inf 1 aa

    CAR 1
    A
    DiceRolls: 4@1 2@2 2@3 1@4; Total Hits: 44@1: (1, 5, 6, 4)2@2: (1, 1)2@3: (5, 2)1@4: (5)
    D
    DiceInput ErrorThere was an error in your dice throw: “1@0” is not correct syntax.

    FIN 1
    A
    DiceRolls: 1@1 2@2 2@3; Total Hits: 21@1: (3)2@2: (4, 3)2@3: (2, 3)
    D
    DiceRolls: 1@2; Total Hits: 11@2: (1)


  • reroll d of car

    D
    DiceRolls: 2@2; Total Hits: 12@2: (1, 3)


  • Collect
    59tt + 2 left over + 10 no + 5 no + 5no + 5 no = 86

    China 6

    Buy 7
    2 inf  (6)
    Save 1

    Combat
    1 inf 1 fgt YUN 1 mech

    YUN 1
    A
    DiceRolls: 1@1 1@3; Total Hits: 11@1: (1)1@3: (6)
    D
    DiceRolls: 1@2; Total Hits: 11@2: (2)

  • '18 '17 '16 '11 Moderator

    Hmm…did I lose Yunnan, or did you keep the fighter?


  • Collect
    2 + 1 left over = 3

    Not sure on this rule but I saw in another game: chinese fighter lands in Burma.

    If this is allowed, I will do this and move inf stack to SZE.

    If this is not allowed, I will keep fighter with inf stack in SIK

    UK 6

    UKL 33
    1 fgt (10)
    3 arm (18)
    1 inf (3)
    Save 2

    UKI 29
    3 art (12)
    5 inf (15)
    Save 2

    Combat
    Walk ins on map

  • '18 '17 '16 '11 Moderator

    Yea, I use it all the time.  Chinese units may go to Burma or Hong Kong.


  • missed posting the UK combat

    3 inf 1 art SHN 1 inf
    1 inf 1 art 1 fgt 2 crui SIA 1 inf

    Combat
    SIA 1
    A
    DiceRolls: 2@2 3@3; Total Hits: 32@2: (5, 6)3@3: (2, 2, 2)
    D
    DiceRolls: 1@2; Total Hits: 11@2: (2)

    SHN 1
    A
    DiceRolls: 2@1 2@2; Total Hits: 22@1: (2, 6)2@2: (2, 2)
    A
    DiceRolls: 1@2; Total Hits: 01@2: (5)

  • '18 '17 '16 '11 Moderator

    Looks like I forgot a Japanese control marker for Sham State.  I am going to add 1 IPC to Japan’s total and, if you don’t fix it, I’ll fix the control marker issue on ITaly’s turn.


  • Collect
    UKL 33tt + 3 left over = 35
    UKI 22tt + 2 left over = 24

    ANZ 6

    Buy 31

    1 ac (16)
    1 dest (8)
    1 sub (6)
    1 left over

    Collect
    17tt + 1 left over + 5 + 5no = 28

    JMite_v_Jenn_10_06_Dallies.AAM


  • no worries on the control marker – take the extra $

  • '18 '17 '16 '11 Moderator

    Italy:

    Buy(22)

    • 4 Armor, Save 4

    Combat Moves:

    4 Armor, 2 Fightesr, Strategic to W. France

    Attacker:
    DiceRolls: 6@3 1@4; Total Hits: 56@3: (1, 3, 2, 5, 4, 3)1@4: (3)
    Defender:
    DiceRolls: 10@2; Total Hits: 310@2: (5, 4, 2, 1, 4, 1, 5, 5, 3, 5)

  • '18 '17 '16 '11 Moderator

    Non Coms on map

    Build: 4 Arm in N. Italy

    Collect: 22 + 4 = 26 IPC


    Germany:

    Buy(63)

    • 9 Infantry
    • 3 Fighters
    • 1 Submarine

    Combat Moves:

    2 Infantry, 4 Fighters, 3 Tactical Bombers to Caucasus

    Combat:

    Attacker:
    DiceRolls: 2@1 4@3 3@4; Total Hits: 42@1: (2, 4)4@3: (1, 1, 6, 5)3@4: (5, 3, 2)
    Defender:
    DiceRolls: 1@2; Total Hits: 01@2: (6)

  • '18 '17 '16 '11 Moderator

    Build: 3 Infantry in Novgorod
    Build: 3 Infantry in Volgograd
    Build: 3 Infantry in Odessa
    Build: 3 Fighters in W. Germany
    Build: 1 Submarine in SZ 113

    Collect: 5 Novgorod, 5 Volgograd, 5 Caucasus 51 TT = 65 IPC


    Locking up tight…Russia’s a fortress, but the Allies had to dump over 100 IPC in planes there to stop it from falling.  Landing in Normandy took a pounding as well, if you want to exchange any of those infantry for other ones (within the limits of what was originally there) go ahead.  I assumed British and 1 Aussie.

    JMite_v_Jenn_10_07_Agermany.AAM


  • Russia 7
    Buy 13
    4 inf (12)
    1 left over

    Combat
    1 inf 2 fgt 1 tach TAM 1 inf

    TAM 1
    A
    DiceRolls: 1@1 2@3 1@4; Total Hits: 01@1: (2)2@3: (4, 4)1@4: (6)
    D
    DiceRolls: 1@2; Total Hits: 01@2: (3)


  • TAM 2
    A
    DiceRolls: 1@1 2@3 1@4; Total Hits: 11@1: (6)2@3: (5, 6)1@4: (2)
    D
    DiceRolls: 1@2; Total Hits: 01@2: (3)


  • Collect
    7tt + 1 left over = 8

    moscow is tight. with a push you can likely get it, but it is unclear if that would win you the game or destroy the german/jap main army units. to be seen i suppose….

    JMite_v_Jenn_10_07_Brussia.AAM

  • '18 '17 '16 '11 Moderator

    Yea, ruled out a strafing attack on those 16 infantry because I figured you had no offensive ability yet, only defensive, so I could take a moment to regroup.

  • '18 '17 '16 '11 Moderator

    Japan:

    Buy(54)

    • 2 Infantry, Armor, 2 Aircraft Carriers, Submarine, Save 4

    Combat Moves:

    Infantry to Buy
    Infantry to Cmo
    Infantry to TSA
    Artillery to Sik
    Infantry, 7 Arm to Olg
    Infantry to Sam
    Infnatry, Armor to Yun
    Infantry, 6 Armor, 5 Fighters, 8 Tactical Bombers, 4 Strategic Bombers to SZE
    Infantry to Nen

    Combat:

    Yunnan:
    Attacker:
    DiceRolls: 1@1 1@3; Total Hits: 11@1: (3)1@3: (3)
    Defender:
    DiceRolls: 1@2; Total Hits: 01@2: (5)

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